Gathering Storm - Errata? [possible spoilers somehow...]

By EineHund, in WFRP Gamemasters

Hey gang,
Just a quick note to gather some of the issues I've seen pop up upon reading through some more - these are minor, but I thought we could collect what we can here or at the least someone can say 'Dang it EineHund - you MISSED it...it is RIGHT there!' ;)

The Gobbo's on the farm - in all the descriptions of the patrol it seems there are multiples and EACH one has a squiq - but other areas seem to point to a single patrol with a single squig. Not sure which way it should be - this one is likely me?

Gobbo Netter and Gobbo Clubber - rough description and then 'See special action on page 77' - which contains nothing at all about Clubbing actions or Netting actions - any solution? [ I tested a gobbo encounter using 'entangled' for the net and it worked ok - perhaps the club can inflict fatigue instead of wounds but use the same 'action' as the normal attack?]

Email Jay about it. I asked about how Mourn recovers composure (it resets after the round he's out of control, by the way) and he said he'd add it to the errata. Might be able to get that clarified as well.

I can't find a contact email for him man - am I blind or misunderstanding?

at the very bottom of the page next to terms of use, contact and user support, click rules questions.

Awesome! Thanks - I don't think I ever would have seen that!

Did you get a response?

Sadly none yet =

Any suggestion for the netters and clubbers by the community? I do hope they respond to my message as they have really made me think more creativly with how they work the system for other aspects of the campaign!

Got my reply:

In regard to the patrols - there are multiples but it is assumed the party will only meet one before the alarm is sounded and so it discusses it in the singular.

As to the Netters and Clubbers that will be in the Gathering Storm errata shortly. =)

Thanks for posting your reply EineHund

So I've read through "The Gathering Storm" once, and while there are errors, the only really glaring one that sticks out in my mind is that there are no stats for the reikland eel . Heck, they even give a cardboard cutout of the thing, but they didn't provide any stats for it. Seems very odd.

stick said:

So I've read through "The Gathering Storm" once, and while there are errors, the only really glaring one that sticks out in my mind is that there are no stats for the reikland eel . Heck, they even give a cardboard cutout of the thing, but they didn't provide any stats for it. Seems very odd.

I think the idea is that there are swarms of eels that nip you (for a set damage), but you can't actually fight them, so there's no need for stats.

New FAQ is out with Gathering Storm errata.

monkeylite said:

stick said:

So I've read through "The Gathering Storm" once, and while there are errors, the only really glaring one that sticks out in my mind is that there are no stats for the reikland eel . Heck, they even give a cardboard cutout of the thing, but they didn't provide any stats for it. Seems very odd.

I think the idea is that there are swarms of eels that nip you (for a set damage), but you can't actually fight them, so there's no need for stats.

I think the only way to fight them is Dynamite Fishing. demonio.gif

And even then the raging torrent will make it a temporary solution only.

Having read through I like the adventures though yes some examples of less than rigorous editing.

This also complicates GM's life.

Minor things: page number references often off by 1 or 2.

Continuity things: Adler's wife died shortly after he was appointed almost 10 years ago or dies 2 years ago (which doesn't seem shortly after) - that one is in the excerpt published pre-release even; Grabbe is Father Grabbe on p.17 and Brother Grabbe on p.22 (Tome of Blessings says Brother usually means an initiate not yet priest, so Father actually seems the right one). Page 58 suggests the barn has rat poison in it but the barn description on page 54 doesn't mention any (though you can read that as an example of how players should be allowed some narrative creativity cf GM kit).

What each NPC knows/owns is not centrally collected. Hildrette Krass knows things about Schulmann her write up doesn't indicate. NPC writeups involve some repeittion as well between main text and sections with stat blocks.

I don't find the regional map card good. The unlabelled side, presumable for Players, still flags all adventure locations. Oh, so that bend in river with swirly magic stuff is important and there's a cave in those hills is there? And of the many farms around town, only those ones marked will matter at all.

Now having "rained on it", I should say I think it's worth getting. There is a nice mix of situations and encounters and a variety of foes. The adventures include many chances to be foolish and get into melees with large numbers of foes when you should know better, encouraging a "remember this is warhammer not D&D" approach.

Rob

All of my errata was actually in the FAQ so woot! =)

Yes, there are some queries I have, from reading the campaign. First of all The cask of Thunderwater Ale card has an encunbrance of 6, but no indication of how many pints it holds, while the book says that Thunderwater Ale costs 5bp per pint or 15bp per 4 pints. I know from handling beer barrels, that something that would be encumbrance 6, would hold several gallons of beer. Also, when talking about the tannery, the scenario book says that all leather goods are 1 category less rare. Does that mean that their cost also goes down to that price as well. If so , what about leather armour, as there isn't a range of prices for that. I am also not sure about the possible endings, with the priest of Sigmar. My group are a pretty combative lot, and one of them is bound to challange the priest to trial by combat. Also even if you discount the final conclusion with Schulmann, the characters should by then, have done enough for the town, not to get the complete mob mentality of the inhabitants. Somehow this seems to be the weakest part of the whole product, as Stromdorf would make an ideal location for a prolonged campaign, and yet FFG are running most characters out of town, in a wholly unconvincing fashion. Also how this would work with a more experienced party, I do not know

re the ending, I agree that the "forced to flee town" option is going to find very different reactions with groups.

Perhaps in a classical sense, Paranoia-ish (the game) leanding group it makes perfect sense - you gain no real glory or lasting social standing etc., fate always treats you as rake and reprobate.

However, assuming town survives its various menaces well enough, it will strike others as heavy handed. Forced out of town also cuts off future play chances and the use of the NPC's and setting for more adventures. There's a whole threat of Adler's dead lover and two factions that would seek vengeance if only they knew there which might still be unresolved, for example.

For that matter, if party succeeds in the final test, it could be played out as a success no one believes/knows about really is quite possible.

Their standing does connect to the issue of how they dealt with Sigmar temple issues. That's really going to swing with the careers chosen and approach of players (assuming GM is willing to go with flow of good play and rolls).

I like the fact there are a couple of points like this where groups really face a problem and have to "find their own solution" - one that will have an enduring effect on how the adventure goes - if they are played that way.

Yes, I had forgotten about Adler. He is notable by his absence in that final chapter. Again rather speaks to me of FFG not wanting characters to have anything to do with Stromdorf, after the end of the campaign, which I find very negative on their part!

Another thing unclear and that would need some errata, IMHO, is the storm tracker ...

On the at page 10 it says that the "certain events or movement to or from certain locations will move the token foward or backward" . This is what should happens, to give the player the impression to being able to influence the storm progression whit theirs action, but it seems to me that there is in fact NO chance that the storm lessen until the very end. Nor the rules on the storm tracker, nor the descripions of salient adventure's event ever states that the token will move backward.

Also, the rule to move the token foward "an hour or more has passed during the day without any action" seems poor-written to me, or otherwise useless...if the pcs spend 2 hours resting at the inn, the tracker move foward 1 or 2 spaces? if they sleep 6 hours the tracker move foward 1 or 6spaces...or maybe not at all, since it was night and not "day"?? i cant believe that this tracker can move that fast foward but never backward, otherwise 90%of the campaing will be under the worst storm conditions possible. Not mentioning that after the cemetary adventure the pc will spend 3 days in town before hearing of the farm attack....

Any insight on this??

I agree about the "hour doing nothing" thing being odd.

Assuming the intent is to say "Keep moving, don't just sit back and wait for the GM to push story down your throat", I would make it more "so whenever the GM asks what you're doing, say this afternoon given that you've turned the [inser bad guy from this chapter[ over and reported [not yet had next mission given]." the players should be roleplaying "adventurers" not "avatars going dormant" every "interlude".

There are lots of threads, NPC's etc. in this town and they can come out in social interactions etc. Players should be doing something where dice hit table even if it's just "I will have a few drinks at the Thunderwater and see what I can learn about xxxx".

Something I've done is go through the whole adventure and note everything that could be a "rumour", to create a list of over a dozen things NPC's may mention or reveal from Adler's troubled history, rumours about healers and millers, suspiscions those 2 rustlers hanged couldn't be working alone since more livestock still going missing, tales of Stilchem's heroism at Frothing Ford, agitators railing about Kessler the Tyrant etc. etc.

Really this means the track won't go up from this stuff at all unless they roll a Chaos star on their interude actions.

Rob

I'm also ponding the idea to have the tracker to reset back to sheet #1 after the 4th...this way will simulate the costant rising and abating of the storm in different days. (the worst condition possible, achieved at the 10th space of sheet#4 will perdure until end of encounter/act/scene before the clouds will open up a bits again).

valvorik said:

Something I've done is go through the whole adventure and note everything that could be a "rumour", to create a list of over a dozen things NPC's may mention or reveal from Adler's troubled history, rumours about healers and millers, suspiscions those 2 rustlers hanged couldn't be working alone since more livestock still going missing, tales of Stilchem's heroism at Frothing Ford, agitators railing about Kessler the Tyrant etc. etc.

Would you share this list? happy.gif

The list is roughly:

1. Poor Sebastien Brenner, his wife going crazy like that, wandering town, killing herself in well in the Marketrasse (9 weeks ago) [p.11]
2. Yes, we don't get good weather often. But you should have seen the day that The necromancer Lazarus Mourn was burned at Field of Verena a year ago - the sky cleared and sun shone down on his execution as the gods themselves approved (and wanted him to burn alive not suffocate first in the smoke from a wet fire). [p.34]
3. [near statue of the hero] You know Stilchem still protects our town - didn't his ghost turn away Grom the Paunch's greenskin rampage a hundred years ago? They say you can see it at the Frothing Ford where he defeated the vampire lord in 2051. We go out to Morr's Garden once a year to honour him - bravest son of Stromdorf. (hint that mucking about with his weapons etc. will earn disapproval).
4. [a farmer in town] There are wild half-men who live in the Obersclecht - you can hear them howl at night. Adler’s militia is useless, don’t believe us - won’t until we are all slaughtered in our sleep!
5. Those two rustlers feeding the crows in Verena’s Field must have had mates - too many beasts gone missing to be the work of just two men. [chatted up and developed - farms south of town are worst hit - leads in to Chapter Four]
6. [a man] Witches go into Oberslecht to carry out rituals where they cavort with daemons and beastmen. Old Mother Krass is one of them! But don’t look at her wrong, she’ll curse you with the gout she will!
7. [from a gambler] Hah, my luck is nothing, now Father Grabbe you don't want to dice with him! They say he plays knucklebones with Morr every time he buries someone and wins more time on earth each time.
8. That miller has ogre blood - when those brigands tried to raid his place he practically cut their leader in half he did with his huge greatsword.
9. Lector Gottschalk’s sermons are getting downright peculiar. The old boy’s brain is gone soft, talking about the world ending with dead rising and beastman running amok, till floods coming to wash away all the wickedness. The lightning has rattled his brains it has.
10. If only Adler would come out of his funk prosperity would return, those merchant families can never agree on anything - well except that they don't like Adler.
11. Adler is incompetent and should be replaced, that martinet Kessler will be the ruin of the town - all about what ordinances aren't being followed and no plan to increase trade.
12. The market square well is cursed because of the suicide of the madwoman Madriga Brenner - her husband drove her to it the suspiscious brute.
13. The rain falls over the cemetery endlessly since Stilchem’s burial there, the gods weep endlessly for this brave hero of Frothing Ford (yes, the rains throughout the area but some areas moreso, thunder and lightning constantly not just rain)
14. Tempest Knap was once home to an evil sorcerer, destroyed for his hubris long centuries ago. The gods still rain down their fury on the ruins and they are haunted by the sorcerer’s ghost - a terrible, life-sucking creature.
15. (seeing a man get dunked in the mud by some toughs) What did you think you were doing, throwing a tomato at poor Mucke (p.21) - man has the guts to speak the truth and no one is going to trouble him for it - hear me? (If developed, these toughs are tannery workers answering to Gerber - part of connection to him).

16. [Yet another version of why the weather is always bad - Gods crying tears for Stilchelm {well has been rainier longer than that, yes}, Elves used magic to slaughter a dwarven army in the war of the beard and made the weather foul with it, the town's founder disrespected Rhya and Taal and the rain is their curse, etc. etc.]

Welcome anyone else's ideas.

Just chipping in on the errata idea...

Has anybody found any reference to where the Foal's Head Charm comes in? I assume that it belongs to Foaldeath but I can't see any reference to it in the text. Am I being stupid or is it not mentioned?

Pg 32.

Who's Nicolai? I assume it's Arno.